[MUD-Dev] Re: Verb binding
clawrenc at cup.hp.com
clawrenc at cup.hp.com
Sun Apr 27 15:43:54 CEST 1997
In <199704260455.SAA18309 at mail.pixi.com>, on 04/25/97
at 10:06 PM, "ashen" <ashen at pixi.com> said:
>[apple tree situation: we want to pick an apple from tree,
> either with verb binding or a global 'pick' verb - how to do?]
>: I handle with one of a few simple approaches:
>: When an apple is picked, the verb only exists on the
>: tree-type apples, so that is matched. The verb methods
>: then create a new apple of type non-tree which doesn't
>: have a "pick" verb, and hand that off to the user while
>: destructing the tree-apple.
>the verb "pick" should be bound to the tree, IMO, not the apple.
The reason I put it on the apple is that I'm definitely moving toward
a full graphical system and I don't want to see a graphic of a tree
full of apples telling me it has no more apples or pick your variation
on that theme such as an almost empty tree with only a few apples
left). It also allows easy handling of the "apple is out of reach"
scenario and variations.
>on a side note, what are some ideas for handling player 'give'
>commands? i like the point that one player shouldn't be able to just
>GIVE another player a grenade, but i'm not coming up with many
>alternative methods.
I use the stnadard nested prompts I posted on before.
> 1) Make players drop the item for the other to pick up.
> (icky - players won't like that at all)
Exactly.
> 2) Players have an 'accepting' toggle for whether or not
> they accept given items from livings.
> (maybe?)
>
>i definitely don't want to prompt them:
> Ashen offers an apple to you: do you accept?
> > (Yes/No) ?
>[Ugg-ugg attacks you! Not again! ;) ]
<kof>
But I *like* thus way!
--
J C Lawrence Internet: claw at null.net
(Contractor) Internet: coder at ibm.net
---------------(*) Internet: clawrenc at cup.hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
More information about the mud-dev-archive
mailing list